TilemapKit is a complete solution for grid-based tilemap games and reads/writes Tiled’s TMX format.
It’s available for Objective-C and Swift users (SpriteKit, Cocos2D) and is currently being ported to C++ / Cocos2d-x.
TilemapKit Features
- Supports all map orientations and stagger variations. Including all variations of hex and iso maps.
- Creates pathfinding graphs. (currently requires GameplayKit, alternatives in consideration)
- Supports normal-mapped tileset textures for realistic lighting.
- Plays tile animations, globally synchronised or asynchronous per coordinate.
- Supports “Collection of Images” tilesets, as individual files or packed into a texture atlas.
- Performs all coordinate conversions you’ll ever need to use.
- Assigns Tiled properties directly to class instances (configurable).
- Reads and writes all TMX data and provides a simply API to access this data at runtime.
- Prevents rendering artifacts (“black lines”) in most situations by default, or with tile stretching and position clamping modes.
- Excellent rendering performance, regardless of map size. TilemapKit optionally restricts tile rendering to a customizable area.
- Automatically uses high resolution images. No need to make copies of the TMX file for higher resolutions either.
- Outstanding support and frequent updates. TilemapKit will continue to support the latest Tiled features.
- … and a lot more is already taken care of by TilemapKit. And if there’s something missing, let us know. We provide support and updates swiftly.
I’m evaluating next-steps after the C++ port, specifically which language and engine to address first. If you wish TilemapKit were available for MonoGame, please vote here and/or leave a comment.